Endless Legend
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BooGie

Uploaded by

ranzmann

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About this mod

No more Winter. Choose more traits at start. less ruins and villages. customize it yourself!

Permissions and credits
-- INTRO --

So endless winter sucks when you just want to build some cities and a huge empire. I tried to get rid of it but couldn' t
find a way. So i was forced to get rid of winters all along. I just set the summer seasons to have no follow up. So as soon as you have summer
it stays summer all day long. Since you start in summertime, when the weather is fine ... well here you go! Sad, i actually liked the winter
feature but the permanent winter later on was tedious and the landscape just looks so monoton and frozen.


--WHAT DOES THIS MOD TO ME AND MY CHILDREN AND EVERYBODY I LOVE--

- there wont be any more winter episodes.
- the cost of all factiontraits when creating a custom faction is halfed! So you can get twice as much stuff! Only positiv traits are affected.
- MapGenerator: There will only spawn 1 village and 1 ruin per district. So it wont be so cluttered.
- MapGenerator: When choosen temerate climate in creation most of the landmass will be mild, lush terrain. There wont be any chilly or frozen districts.
- MapGenerator: When choosen desert climate there will be only desert and dry areas. some nice dune skirmishes.


--INSTALL--

- Unzip the mod into the Community folder located at ...Documents\Endless Legend\Community
- If the Community folder does not exist, create it first, then unzip the mod into it.
- Start the mod ingame.

The mod contains following files:
Season(file)
Simulation(file)
WorldGenerator(file)
EndlessSummer.xml


--CUSTOMZE THIS MOD TO YOUR LIKING HERE IS HOW--

I want only the winter gone, wtf?
Just remove the suitable file from the mod folder. Example: you dont want this cheesy map generator settings?  Just erase the WorldGenerator folder.  Simulation is for the traits. Seasons for the Endless Summer.

Traits still to expensive or too cheap?
Open the .xml files in "Simulation" (with notepad e.g.) and change the
"cost" variable. Example: trait deep shelters with cost of 7:

  <!-- Deep Generator -->
  <!-- Cannot be used, as it requires the Holy resource -->
  <FactionTrait Name="FactionTraitVaulters2Custom"               
SubCategory="FactionTechnologyTrait" Family="Technology" Custom="true" Cost="7">
    <Prerequisites>!AffinityVaulters,!AffinityMezari,!AffinityBrokenLords,!AffinityMadFairies,!AffinityCultists,!AffinityNecrophages,!AffinityDrakkens,!AffinityRovingClans,!AffinityRageWizards</Prerequisites>
    <FactionTraitTooltipOverride Type="Technology" OverrideName="TechnologyDefinitionVaulters2Custom"/>
    <SimulationDescriptorReference Name="FactionTraitVaulters2Custom"/>
  </FactionTrait>


I want not less villages and ruins, i want MOAR?

WorldGeneratorSettings.xml is your file. open it with note pad and search: POI DISTRIBUTION. There you will find this:

    <Algorithm Name="DistributeVillages">
      <Parameter Name="ExclusionRadius"         Value="1"/>
      <Parameter Name="MinSitesPerEmptyRegion"  Value="1"/>
      <Parameter Name="MaxSitesPerEmptyRegion"  Value="1"/>
      <Parameter Name="MinSitesPerSpawnRegion"  Value="1"/>
      <Parameter Name="MaxSitesPerSpawnRegion"  Value="1"/>
    </Algorithm>

    <Algorithm Name="DistributeWatchTowers">
      <Parameter Name="ExclusionRadius"         Value="1"/>
      <Parameter Name="MinSitesPerRegion"       Value="2"/>
      <Parameter Name="MaxSitesPerRegion"       Value="3"/>
      <Parameter Name="TowerDistanceWeight"     Value="30"/>
      <Parameter Name="ElevationWeight"         Value="4"/>
      <Parameter Name="RegionBorderWeight"      Value="16"/>
      <Parameter Name="PeakWeight"              Value="1"/>
    </Algorithm>

    <Algorithm Name="DistributeQuestLocations">
      <Parameter Name="MinSitesPerRegion"       Value="1"/>
      <Parameter Name="MaxSitesPerRegion"       Value="1"/>

Change the parameters to your liking. You see on default with this mod, the map generated will have a minimum of 1 and a maximum of 1 .... wich
means always one. If you want to have no ruins or villages use the zero iguess :)


I dont like this map generation with too much green i want it all frozen!!!

WorldGeneratorSettings.xml is your file. open it with note pad and search: CLIMATE ODDS BY PLANET TYPE (just above the POI DISTRIBUTION) There you will find this for example:

 
    <GlobalClimate Name="PlanetTerran" Id="2">
      <Climate Name="Mild"      Prevalence="60"/>
      <Climate Name="Warm"      Prevalence="30"/>
      <Climate Name="Hot"       Prevalence="10"/>
    </GlobalClimate>

The chance of terrain spwan is 60% green and lush, 30% little dry , 10% desert. change the values to your liking.


--PORBLEMS AND DISCUSSION--

I cant find it ingame?
i used the ModdingReference.xml file from the developers to make it like a mod ( its the endlesssummer.xml). Because i know nothing about xml.
There seems to be a problem in finding this mod if there are more mods  in my public folder wich use this ModdingReference.xml file. Just keep that in mind if you cant find the mod. Try to remove the other mod and test it again , you should see it!

Can i use this mod woth othe rmods?
As long as they dont change the same xml files yes. You can always integrate other mods. Since the Endlesssummer.xml File is SUPER GENERAL
you can dump any edited xml file just inside this mod folder (but make acorrect path comapred to how the xml files are organized in the PUBLIC
folder in the Endless Legend folder)

Can i make a suggestion?
Hell yeah. If you got some feedback, want to say thanks or have a suggestionon what should be diffrent in this game leave a comment :D


HAVE FUN!